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Script Help Thread (DO NOT REQUEST SCRIPTS)

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First, I don't think you're supposed to use lock for an applymovement script.
Second, if B_true is only for Pokescript, as far as I know. For XSE it should be if 0x1.
If neither of those helps, you can try changing the Var number to 4050.
Hope that helped!
Oh, and change the guy's unknown value to 03 (the unknown right under X/Y position).
I'm not sure why the battle just skips like that, but this might help you to actually see the OW.


Now for my own dilemma. I have a script installed so that as soon as you walk downstairs at the game's start, a level script starts up, a little cutscene plays, and then you are supposed to be warped to map 43.0, where another level script should start up. Everything works fine except for the warp. I've tried taking out fadescreen, but nothing changed, so I put it back in. Here's the first script (I only included the script's framework, since everything else is working fine):
Spoiler:


And here's the second script:
Spoiler:


So again, what I want to happen is, after the warp in script 1, script 2 immediately starts up in the location you're warped to. Everything's fine up to the point that I actually warp, which is when the entire screen goes black. Any ideas?

Fisrt off, about your Reply to ExitWound's script.

You are almost right, b_true is used for all 4 of the scripting languages.
(ScriptED, Pokescript, PKSV, AND XSE, so that is not the problem.)
And lock should ALWAYS be used on a script when movement is used, this prevents the player from moving, and it also prevents the NPC you talk to from moving automatically. (It does not stop applymovement from working, so yeah...)

The other parts, you got right.

About YOUR script...

Advance Map displays Bank and Map numbers in Decimal format, so instead of telling the warp to warp you to 43.0, you are telling it to warp you to 0x43 . 0x0
(Which is the exact same as telling it to warp to 67.0)
You can keep the 0x0 as it is, but as for the 0x43
So you SHOULD use 0x2B.
I fixed your script in the quote, changes are in BOLD RED.

Test that out, and report back here ASAP, so that if there are any other problems, I can help work them out.
 
THANK YOU!

Fisrt off, about your Reply to ExitWound's script.

You are almost right, b_true is used for all 4 of the scripting languages.
(ScriptED, Pokescript, PKSV, AND XSE, so that is not the problem.)
And lock should ALWAYS be used on a script when movement is used, this prevents the player from moving, and it also prevents the NPC you talk to from moving automatically. (It does not stop applymovement from working, so yeah...)

The other parts, you got right.

About YOUR script...

Advance Map displays Bank and Map numbers in Decimal format, so instead of telling the warp to warp you to 43.0, you are telling it to warp you to 0x43 . 0x0
(Which is the exact same as telling it to warp to 67.0)
You can keep the 0x0 as it is, but as for the 0x43
So you SHOULD use 0x2B.
I fixed your script in the quote, changes are in BOLD RED.

Test that out, and report back here ASAP, so that if there are any other problems, I can help work them out.
YES!! Perfect, it works now. Thanks for the help, it was kind of a dumb mistake on my part. I really appreciate it.
Oh man, this looks awesome now. I am so incredibly hyped.
Thanks again, let me know if there's ever a way I can return the favor.
 
YES!! Perfect, it works now. Thanks for the help, it was kind of a dumb mistake on my part. I really appreciate it.
Oh man, this looks awesome now. I am so incredibly hyped.
Thanks again, let me know if there's ever a way I can return the favor.

Nah, thanks is enough, makes me feel useful.
If you have any more problems, just post here.
 
#dynamic 0xoffset

#org @start
lock
faceplayer
msgbox @yesno
callstd 0x5
if 0x1 goto @yes
if 0x1 goto @no
release
end

#org @yes
msgbox @yes2
callstd 0x6
release
end

#org @no
msgbox @no2
callstd 0x6
release
end

#org @yesno
= Yes or no?

#org @yes2
= You pressed Yes!

#org @no2
= You pressed No!

Whenever I try this yes/no script...

It says: "Too less parameters on line 6. The correct number is 2"...Any idea what I'm doing wrong?
 
Spoiler:
I think you need to kill the callstd and change the msgbox to msgbox @yesno 0x5.

Now, this script below is working perfectly, except the hidesprite doesn't do anything. The script was working fine in a different Rom, so what am I doing wrong? Before you ask, Unknown of the person to disappear is 3, Movement 11, Person ID is 1007.
Spoiler:
 
Last edited:
Game: Pokemon Ruby
Type: Makes Mom Say something
Editor: Pokescript
Script: Idk It says it under type
Spoiler:

This is my first script I ever wrote so please tell me what I am doing wrong
 
Game: Pokemon Ruby
Type: Makes Mom Say something
Editor: Pokescript
Script: Idk It says it under type
Spoiler:

This is my first script I ever wrote so please tell me what I am doing wrong

Try putting it in static mode and do this:

'-----------------------
#org 0x(6-digits)
msgbox 0x8(6-digits)
callstd 0x2
end

'---------
' Strings
'---------
#org 0x(6-digits from msgbox)
=Mom: Hey\v\h01!\ How are you doing?\p\v\h01\ I am doing fine.
 
Game: Pokemon Ruby
Type: Makes Mom Say something
Editor: Pokescript
Script: Idk It says it under type
Spoiler:

This is my first script I ever wrote so please tell me what I am doing wrong

Get XSE and change it to this:
Spoiler:
 
Game: Pokemon Ruby
Type: Makes Mom Say something
Editor: Pokescript
Script: Idk It says it under type
Spoiler:

This is my first script I ever wrote so please tell me what I am doing wrong
Yeah, you should really get XSE, but to make this work in Pokescript, just remove the 2nd 1 in #org $11.
Not in $1 1 =hi, but right above that.



And not to be pushy or anything, but could someone help me with the problem I listed in my last post?
Thanks
 
Last edited:
Nah, thanks is enough, makes me feel useful.
If you have any more problems, just post here.

That still leaves my script. It still doesn't work even after setting unknown to 03 and var number to 4050. Here it is if you need it:

Spoiler:


Here's the vid of what happens again:

https://www.youtube.com/watch?v=t4Y3MPNGsEQ
 
Correct me if I'm wrong, but shouldn't your applymovement read applymovement 0x9?
Other than that, I'm not sure... Try decompiling it and see if it was distorted somehow...
 
That still leaves my script. It still doesn't work even after setting unknown to 03 and var number to 4050. Here it is if you need it:

Spoiler:


Here's the vid of what happens again:

https://www.youtube.com/watch?v=t4Y3MPNGsEQ

Don't worry about your applymovement, it is fine.
The thing is, you can't use a clearflag to make him appear like that so easily.
INSTEAD, use the showsprite command.

If you don't want him to hide, remove the hidesprite command I added at the bottom of the script.
Be sure to post back here with the results.
(Edits are in the quote, BOLD RED.
 
Hi, I'm having a little trouble with one of my XSE scripts. It will display the message, but it won't activate the movement. Any help would be appreciated.

#dynamic 0x800000

#org @main
lock
countpokemon
message @pokes 6
compare LASTRESULT 0
if B_TRUE goto @nogo
release
end

#org @nogo
message @pokes 6
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @pokes
= Maybe I shouldn't go out without a\nPOKÉMON...

#org @move
#raw 0x10 0xFE
 
Hi, I'm having a little trouble with one of my XSE scripts. It will display the message, but it won't activate the movement. Any help would be appreciated.

#dynamic 0x800000

#org @main
lock
countpokemon
message @pokes 6
compare LASTRESULT 0
if B_TRUE goto @nogo
release
end

#org @nogo
message @pokes 6
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @pokes
= Maybe I shouldn't go out without a\nPOKÉMON...

#org @move
#raw 0x10 0xFE

Change:

#org @move
#raw 0x10 0xFE

To:

#org @move
#raw 0x10
#raw 0xFE
 
>>Change:
>>
>>#org @move
#raw 0x10 0xFE
>>
>>To:
>>
>>#org @move
>>#raw 0x10
>>#raw 0xFE"

That still doesn't work.
 
This script below is working perfectly, except the hidesprite doesn't do anything. The script was working fine in a different Rom, so what am I doing wrong? Before you ask, Unknown of the person to disappear is 3, Movement 11, Person ID is 1007.

Spoiler:

Still hoping someone can help me out with this...
 
Change:

#org @move
#raw 0x10 0xFE

To:

#org @move
#raw 0x10
#raw 0xFE

WRONG
He wrote the movements absolutely perfectly, that is a PokeScript habbit, that can be dropped with XSE.

Code:
#dynamic 0x800000

#org @main
lock
countpokemon
compare LASTRESULT 0
if B_TRUE goto @nogo
release
end

#org @nogo
message @pokes 6
applymovement 0xFF @move
waitmovement 0x0
release
end

#org @pokes
= Maybe I shouldn't go out without a\nPOKÉMON...

#org @move
#raw 0x10 0xFE

I removed the first message... try it, and be sure that the script tile you step on is set
'Unknown 00 03'
'Var Number 04 05'

This script below is working perfectly, except the hidesprite doesn't do anything. The script was working fine in a different Rom, so what am I doing wrong? Before you ask, Unknown of the person to disappear is 3, Movement 11, Person ID is 1007.

Spoiler:

Still hoping someone can help me out with this...

I don't think you understand hidesprite correctly.
You see, you have to use hidesprite like applymovement
Whatever the SPRITE NUMBER (NOT ID) is, is what you have to use.
So if it is the 4th sprite on the map, use hidesprite 0x4
 
Last edited:
I forgot I had that up there, but it still does the same thing, weird. I would imagine it wouldn't message at all now that I notice that I had that first one.
 
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